[Release] HUD Toggle

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montana05
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[Release] HUD Toggle

Post by montana05 »

Another of Cody's hidden treasures. My only modification was to add a read_me.txt, a manifest.plist and a license so all credits go to Cim and Cody. :wink:


Overview
========

A primable kit, use the 'n' key to make your HUD disappear/reappear (no pause needed). This tweak makes impulse
eye-candy screenshots much simpler.

Credits
=======

based on a concept of Cim, improved by Cody

License
=======

This work is licensed under Creative Commons Attribution Non-Commercial Share Alike 4.0 International (CC BY-NC-SA 4.0).
To view a copy of this license visit https://creativecommons.org/licenses/by-nc-sa/4.0

Version History
===============

V 1.00
initial release

This tweak could be found on the expansion manager and additionally here: HUD Toggle. The wiki I will leave up to Cody and/or Cholmondely.
8)
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Re: [Release] HUD Toggle

Post by andrax_iON »

montana05 wrote: Mon May 17, 2021 1:33 am
Another of Cody's hidden treasures. My only modification was to add a read_me.txt, a manifest.plist and a license so all credits go to Cim and Cody. :wink:

Overview
========

A primable kit, use the 'n' key to make your HUD disappear/reappear (no pause needed). This tweak makes impulse
eye-candy screenshots much simpler.

Credits
=======

based on a concept of Cim, improved by Cody
Sweet! Neat addition, thnx all!
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Re: [Release] HUD Toggle

Post by Cody »

montana05 wrote: Mon May 17, 2021 1:33 am
based on a concept of Cim, improved by Cody
If one can call creating a couple of folders and dropping a few lines of code into them an improvement!


Thanks for OXZifying it and making it available in the manager, Montana! I'll do the Wiki page later.
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And any survivors, their debts I will certainly pay. There's always a way!
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Re: [Release] HUD Toggle

Post by montana05 »

Cody wrote: Mon May 17, 2021 8:55 am
Thanks for OXZifying it and making it available in the manager, Montana! I'll do the Wiki page later.
Always welcome Cody, I put it under "Mechanics" but "Equipment" would be possible as well, Honestly when I look at the OXP's in these categories I am not sure what is actually the difference.
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Re: [Release] HUD Toggle

Post by Cody »

HUD Toggle Wiki page created, but it needs filling out with the usual stuff.
Not being a wiki wizard, I'll leave that to the professionals, if I may.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [Release] HUD Toggle

Post by Cholmondely »

montana05 wrote: Mon May 17, 2021 9:21 am
Cody wrote: Mon May 17, 2021 8:55 am
Thanks for OXZifying it and making it available in the manager, Montana! I'll do the Wiki page later.
Always welcome Cody, I put it under "Mechanics" but "Equipment" would be possible as well, Honestly when I look at the OXP's in these categories I am not sure what is actually the difference.
I would not have thought it would count as equipment (you don't equip your ship with it!). Mechanics or Miscellaneous seems a better fit.

How would you define Mechanics vs Equipment?

Mechanics: changes the way the game works in a major fashion - may involve new equipment to help one manage it.
Eg: Sun Gear (Strangers World) creates more realistic solar systems with solar winds and with main planets in habitable zones. It also provides a new MFD which gives the Solar Wind and other details. But this is made necessary by the change in the game mechanics (Hard Way's use of fuel for everything).

Equipment: new equipment allowing you to do things - and which therefore affects game mechanics.
Eg: Fuel Collector: new equipment allowing you to harvest fuel from solar wind and also in witchspace/hyperspace/lurid green interstellarspace. The changes in mechanics come about from the new equipment.

A chicken and egg scenario!
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: [Release] HUD Toggle

Post by Cody »

Cody wrote: Wed May 19, 2021 7:58 pm
I'll leave that to the professionals, if I may.
Muchas gracias, Cholly!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [Release] HUD Toggle

Post by Cody »

Question for the boffins: could the code in HUD Toggle be used to make a HUD flicker (say if one was caught in a solar flare)?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [Release] HUD Toggle

Post by phkb »

The HUD is made to flicker in Capt Murphy's Breakable HUD and IFF Scanner - and darned annoying it is when it breaks!
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